Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by gec72 View Post
    So catching up...is the theory then that you should be able to do a number of rolls for a certain range, find the lowest incidence of a recipe and conclude that that recipe has just one entry in the table*, and then all others in that range should be an integer multiple of that? Then once you find the "multiplier" for a particular recipe you can assume that it is the same for all level ranges?
    The reverse. The number with the lowest amount of error will be the highest frequency roll. And assuming that is 5x, all others should be multiples of Max/5.
  2. Boy, I knew there would be changes when War Witch assumed the lead from Positron, but wow you go girl.

    Next week: win a date with War Witch's car, a bucket, two sponges, and a shamwow.
  3. Quote:
    Originally Posted by Fulmens View Post
    So you're thinking they have, like,
    LoTG: 7.5%
    LoTG: 7.5%
    LoTG: 7.5%
    LoTG: 7.5%
    LoTG: 7.5%

    in the table?
    I'm actually just guessing. I know that at one point some of the reward tables were described as looking like that, but the current system could be a real table (as Liquid suggests). But if it is, then all bets are off on the weights being whole numbers. Although the devs are generally loathe to use weird decimals, they could have used a spreadsheet to compute those tables, and if they did, Excel doesn't have the same reluctance to generate random decimal numbers as the devs do.
  4. Quote:
    Originally Posted by Scootertwo View Post
    I've read conversations that something like the nemesis program be implemented via the the Safeguard/Mayhem system... I don't remember if it was ever looked at or read by a Dev but maybe I think Pohsyb and maybe Castle commented on the idea.

    The concept is that our character files are stored Server side. Given that when you enter a sg/mayhem mission the server looks at those on the team and picks a random toon from the other faction from somebodies account and uses them as the Hero or villain that you face in the mission. and if no one on the team has a toon from the other faction than it uses one from the current pool of NPC's

    I could be totally making this up and have hallucinated the entire thing. But I still like the idea.
    The problem is that critters don't do well with player powers, for a variety of reasons. You'd need to somehow autogenerate a custom critter using the more appropriate AE powersets with a reasonable mapping between (which doesn't always exist).

    The ability to autogenerate a critter from a powers template would be really cool, as would critters that were smart enough to make that actually work, but that's not quite within the reach of the game engine just yet. There's a bunch of problems that would have to be solved just to even attempt this for which there exists no tech, but it would be pretty cool if that was possible.
  5. Quote:
    Originally Posted by Sarrate View Post
    I don't presume to know the guts of their mission software, so I don't know what is or isn't possible. Those would be good suggestions if their current achitecture supports it.
    It doesn't but the tech wouldn't (I believe) be too difficult to add to support it. With a new guy at the programming helm, War Witch as the new design lead, and Dr. Aeon supporting general advancement of the AE, I don't think these sorts of improvements are out of reach. Its not necessarily that they are better than the people before them, its that they are looking at this with fresh eyes and may be more willing to think about novel changes. We're catching them right at the point where they are saying "I've always wanted to do X, and now I can try to see if I can get it done."

    The important thing is usually *not* how hard something is to do, the important thing is whether we can get developers inside of Paragon Studios to advocate for them.

    A couple of strong advocates inside the walls beats a thousand posts by me suggesting it.

    The one thing to remember is that within the context of MMO development, a year is a very short amount of time. We may not see the full impact of the new people on timescales less than that, and advocacy for improvements can take that long to reach a version of the game we can play.
  6. Quote:
    Originally Posted by Castle View Post
    In one of my business development courses back in college, one of my professors had a great, if cynical, quote: "Marketing's number one job is to promote the cause of marketing; any work actually promoting your product is purely secondary to maintaining their hold on the purse strings."
    Curiously enough, this is also the motto of the Accounting industry and Stalin.


    Quote:
    Our marketing guys are actually very good at what they do. The truth of the matter is that TV commercials are expensive and won't bring in enough new users to justify the cost. Our team gets us banner ads on sites like Ten Ton Hammer and they try very hard to keep our nearly 6 year old game in the gaming press -- which frankly is not an easy job.

    That part I think they do great. Somehow they need to figure out how to keep the existing playerbase in the loop with teasers that do not dilute their ability to offer showstoppers to the press, though, and I recognize that's not easy, but that's why they get paid the big bucks.


    Quote:
    I would love to see a City of Heroes commercial on TV. The money just isn't there, though.
    There's always Youtube. Its not like anyone watches TV anymore anyway. Not since television became a wholly owned subsidiary of Blizzard.
  7. Quote:
    Originally Posted by Sarrate View Post
    I'd love to see this too EB, but there is one problem with it: scalability.

    Suppose you have a 5 mission TF with a choice on mission 1:

    Code:
    m1 --- m2a --- m3a --- m4a --- m5a
       --- m2b --- m3b --- m4b --- m5b
    
    m1 = Mission 1
    m2a = Mission 2, choice a
    m2b = Mission 2, choice b
    etc
    Instead of requiring 5 missions being created, it now requires 9. If you had two branches:

    Code:
    m1 --- m2a --- m3aa --- m4aa --- m5aa
               --- m3ab --- m4ab --- m5ab
       --- m2b --- m3ba --- m4ba --- m5ba
               --- m3bb --- m4bb --- m5bb
    That's up to 15 missions for a 2 decision TF. Granted, those are worse case scenarios (the choices in the beginning, it changing all missions after it, etc), it demonstrates why it may not be attractive from a business standpoint.
    If they were *really* crafty this wouldn't be necessarily true. Think about the AE, and how missions are assembled there. Suppose mission one has two objectives: capture villain and destroy device. But suppose you can usually only do one of the two. It wouldn't take quite as much work to make the arc execute mission two with whatever objective you failed to accomplish, so mission two is *either* destroy device or capture villain depending on what's left.

    You can also sometimes have purely cosmetic branching that don't increase the complexity of the story but at least add some flavor to the players. You can have a mission with a beginning, three middles, and an end, and the players get to decide in what order to run the middles. Or you could have a arc in which based on the results of the first mission, the map of the second mission changes but the rest of the mission details remain relatively unchanged. Maybe if you're "doing poorly" you end up fighting the villain in a well-stocked lair, but if you're "doing well" you end up fighting the villain in a lair that is on fire with explosions going off everywhere. That sort of thing.

    Its possible to build up to the level where maximal branching is possible, by starting off with mission branching that is a lot less resource intensive. Even the Choose Your Own Adventure books tried whenever possible to reuse the same pages for different trajectories. An MMO can do that a lot less overtly than a fixed book can.

    Perhaps the best way to describe this technology is not branching missions, but scripted missions. Sort of a super-AE with if/then statements in its modules.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Sooner or later I'm going to lose my teeth repeating that. Just because villains don't get to fight PLAYER heroes does not mean they can't get to fight NPC heroes. No, the problem is that someone decided to flanderise the concept and make the City of Villains a city of villains ONLY. Which makes no sense, since City of Heroes has more villains than heroes in it and yet no-one ever complains that, because there's no PvP, heroes never get to fight villains. They do. Because villains are on every street corner, in every alley, on every rooftop, in every park, inside every building and just basically all over the place.

    Segregation and closed-options PvP aren't the problem. If City of Heroes is a city of heroes and villains, then City of Villains is a city of villains and villains. And villains. And THAT is the problem with the game design - single-minded, one-sided, short-sighted design that saw the villainous counterpart to the all-encompassing hero game be rendered with such needless limits. I've taken enough flak to shoot down a flying aircraft carrier over this, but I still say that City of Villains was designed to be too evil, too depressing, too run-down and with too many villains. The actual CITY in City of Villains didn't need to be that much different. Ideally, heroes would live in a crime-ridden city that needed their help and villains would live in a crime-free city that gave them opportunities to be evil. Realistically, both cities needed to have good sides and bad sides. Our heroic city has places where it feels like the heroes have won and only petty crime remains while other places feel like crime has taken over. Villains don't have that luxury. They can pick between dirty places where crime rules, dirty-ish places where crime rules or evil-looking places where crime rules.

    To my eyes, Going Rogue won't really add all that much to City of Heroes, as it will add THE OTHER DAMN HALF of City of Villains that should have been there from the start - a nice-looking place to be evil in.
    To me, the real problem was City of Villains is really just a reskinned City of Heroes. It has not that different of a relationship to CoH as the Korean version of CoH had to CoH. I recognize why that was done, and I recognize that attempting anything else would have taken five times as long, but I think CoV was a lost opportunity to engineer totally different gameplay for the villains, which would have made the red side something more than just "the red side."

    To me, heroes are reactive and villains are proactive, which subverts the attempt to use identical gameplay mechanics. What I would have liked to see is a more "Dungeon Keeper" approach to CoV: villains start off as small-time villains but eventually rise to criminal masterminds (you know what I mean) that engineer large scale plots that the game throws ever increasingly tough heroes at until the villain is eventually vanquished and has to launch a new plan. Villains always have to "lose" eventually, but "lose" is a relative term: they could escape prison, they could kill a beloved hero before making their escape, they could leave an entire dimension lifeless with their ultimate weapon.

    I think that would have added a lot more to this game than just a red-skinned hero game with nastier contact text.
  9. Quote:
    Originally Posted by TopDoc View Post
    I'm going to assume that the weight for a given IO does not change based on the level.
    Just to add what I can here, if the drop system works the way Positron described reward tables working generally in I9, weights can be different between reward tables because the weight is not an intrinsic element of the drop, but rather just the number of entries in the table the drop possesses.

    I'm assuming everyone is assuming the reward tables are still constructed that way, and that is the premise behind the assumption that all reward multipliers have to be whole numbers.
  10. Quote:
    Originally Posted by Balanced View Post
    *subscribes to newsletter*
    Not to get too far off on a tangent (and I've said this before, just not recently) passive defenses should have always been the strong powers, and toggles the weak ones. What the devs focused on was endurance balancing, but that's the least important factor.

    What is important is that passives can't be turned off, but toggles can: you can be endurance drained to zero, you can be mezzed, you can be detoggled. So every character with a defensive set can be in one of two states: passives, or passives + toggles. That's it. So the best thing to do is to make sure that when a character is detoggled, the right amount of protection comes off. And the right amount of protection is not "basically all."

    Consider SR (its the easiest to consider in this case). Fully slotted with SOs, Sr has about 30.4% defense to melee, ranged, and AoE. With only the passives, its about 8.8% defense. With only the toggles, its about 21.6% defense. In terms of survivability, knocking out the toggles increases incoming damage by 110% - more than double. If it were possible to knock out only the passives, incoming damage would increase by only 45%. That's a lot more survivable.

    In fact, if 75% of your protection came from passives and only 25% from toggles, on a survival adjusted basis (to give you an idea, that would imply the toggles would be offering about 4.9% defense *slotted*) then detoggling and mezzing would be much more reasonable. Instead, its almost a death sentence in many cases, and therefore the playerbase rightly dismissed detoggling as a viable game mechanic.

    If you combine this with a linear returns mitigation mechanic (similar to the one that Champions Online uses for resistance, actually) then you wouldn't have soft-capping issues complicating matters, and people would not be able to exploit strong passives by skipping the toggles altogether.

    Which is the objection to this idea: if the passives are so strong, won't the players skip the toggles altogether? And my reply is: since the toggles are so strong now, why don't the players always skip the passives now? And the answer should be obvious to the devs: because the game is balanced with them taking most of those powers on average. You can walk around with 21% defense if you want with only the toggles, or you can have 30% defense with the passives and be about twice as survivable. That's not much of an option.

    Furthermore, if the players *do* decide to take just half the set, doesn't it make more sense to give the players the option to take just the passive half? After all, they are sacrificing half the set's protection: are you going to force them to eat all of its endurance costs anyway?

    It makes a lot more sense to say, in effect, the first half is free, and the second half costs (end). Because then there's actually a valid endurance choice: do you want to pay more for more. But instead, the game offers this choice: you must pay endurance for the baseline protection, and if you want more, its free. That actually ironically trivializes the choice of managing endurance, because you have to pay it no matter what, so why skip the zero-cost protection powers?


    Bah, I feel like the Nostalgia Critic reviewing City of Heroes.
  11. Quote:
    Originally Posted by Zombie Man View Post
    And multiple power-sappers in the same spawn!
    And when you hit them with knockback powers, they would break open and candy would spill out.
  12. Quote:
    Originally Posted by UberGuy View Post
    All said power would do would be to ensure I never played against Malta again by any choice under my power. There is nothing in this game I have ever despised more than things that take my powers away from me. My powers are why I play the game, and being stripped of them is crap. It's why I despised anything in PvE that dropped toggles. (I hated it in PvP too, but I kind of got the reasons they came up with it.)
    Well, in my dream I would code them to just kill you. Everyone else gets to be alive with one less power for a couple of seconds.

    (Although, in this dream passives would be stronger than toggles, but that's another story about how the original devs broke defenses, messed up mez, and made sure the playerbase would never allow any creativity in foe effects other than various color-coded versions of death.)
  13. Quote:
    Originally Posted by peterpeter View Post
    But it doesn't make much sense to have Loyalists and Resistance members riding the T together without fighting each other.
    1. Traditionally, resistance members do not advertise that they are members of the resistance by attacking everything in sight that is not the resistance. Darwinian selection eliminates the few that do.

    2. There's also the massive numbers of robotic/android/whatever Clockwork probably programmed, ED209-style, to make you comply with the city ordinances against using superpowers to make a general nuisance of yourself or litter the sidewalk with your blood and brain matter.
  14. Quote:
    Originally Posted by Zombie Man View Post
    Bring back multiple Sappers per spawn!
    I have a dream. And in this dream, I get programming to add the tech that allows an attack to execute a SetMode that suppresses a random power of the target for a specified length of time. And in this dream, sappers get that power.
  15. Well, the sequel mission arc to my Secret Weapons AE arc (before several maps were pulled and various AE limits added in beta severely damaged the arc and made me put the whole thing on ice until I felt ready to retackle it) was going to partially retcon the Paragon Protectors as being Crey experiments connected to experiments that predate Brainstorms proliferation work and the Origin of Power revelations. I think there's a lot of fertile ground to cover there.


    Although to be honest, if I could redesign any canon group now, it would be the Malta. I would add to the canon that they have secretly reorganized and have been observing and conducting reconnaissance of Praetorian Earth for years, and have been building an arsenal of technology with the intent to launch a surgical strike on Emperor Cole that draws the rest of the Primal Earth into a war with the Praetorians. And I would update them to make them a lot more badass.
  16. Quote:
    Originally Posted by Tank_Washington View Post
    My guess is the brass has given management level ultimatums after reviewing last Quarters subscription numbers and the project status of Going Rogue and or i17.
    Unfortunately, having delivered that ultimatum in Korean, NCSoft accidentally told Positron via Babelfish to start taking dance lessons while increasing his charitable contributions. This opened the door for War Witch to wrest command of Paragon Studios from Brian Clayton, who was too busy playing Modern Warfare 2 to notice.

    Castle, seeing that his once loyal servants, Synpase and Sunstorm, were no longer worshiping him as a god, began secretly conducting experiments in the basement of Paragon Studios' offices, the singular goal of which was to create an army of undead followers bent on usurping the throne.

    BaB stumbled upon his unholy lair and was consumed. A hollow apparition now roams the halls, its flailing spasmotic lurches a stark contrast to the smooth animations it still produces as if by reptilian instinct. However, the mindless husk no longer has the capacity for forum conversation, and is now forced to use the only form of communication compatible with its now animalistic nature: twitter.

    Meanwhile, within the interdimensional warp which houses the texture and costume department...
  17. Quote:
    Originally Posted by Father Xmas View Post
    Well some of that article is incorrect and it reads more like a Team nVidia rah rah piece. Benchmarks don't lie, the HD 5850, which has 10% less computational units than the HD 5870, still beats the GTX 285 in a lot of actual game testing and for $80 less.
    Yeah, its weird: the way the article is written the article seems to be suggesting that its obvious the NVIDIA architecture is superior, but don't feel pity for ATI because they might catch up someday. That's a bit of cognitive dissonance, because the reverse is true: ATI's architecture seems to have the performance high-ground, and it is Fermi that has to catch up ground for NVIDIA.

    Although he has a point that the architectures can be misleadingly compared when it comes to things like shaders, unfortunately the reality of the situation is that the 5870 beats the 285 in most of cases, contrary to the undertone of the article, and undermining the point. 5870 performance is actually in between the 285 and the 295. Clearly, that "bulky code" the article is referring to mostly exists in HPC environments, not gaming.
  18. Quote:
    Originally Posted by Eisenzahn View Post
    Obviously, updates to regular events aren't a formal part of our subscription agreement. So just as obviously, Paragon Studios can choose to update the event or not as they see fit, or even discontinue the event entirely. But an update would have made me happy (which is not an unreasonable goal for a business to have regarding their customers), and no update has accomplished the opposite.
    Some people have the reverse reaction. On what basis do you recommend that the devs choose which of the two groups of players to satisfy.

    I am, of course, extending to you the benefit of the doubt that you are fully aware that those other players exist and have an equally reasonable perspective, and that therefore when you imply that pleasing you specifically is not an unreasonable goal, that you have a way to determine that it is a more reasonable goal than pleasing others. Because if that is not true, the alternative is much less laudable.
  19. Quote:
    Originally Posted by Dispari View Post
    I know it's not quite that cut and dry. Just wanted to try and point out that "the customer is always right" refers more to what customers as a whole want, and not what one person on the forums thinks should happen because he holds the power of the $15 a month.
    That part I agree with in the main. The part I disagreed with was the part where what the business operator's wants shouldn't factor in at all. Regardless of whether you think the customer is always right, its not true that the customer should always win.

    My main point was that when a business sticks to its guns even in the face of public (or customer) opposition, whether that is perceived to be integrity or stupidity seems to be a highly subjective thing.
  20. Ah, so not just me. I noticed this over the weekend specifically while testing AE missions. I sent an email to a dev, but just FYI I believe the bug is related to something in the test server mapserver configuration: it is sending the client to try to connect to a mapserver with a 172.30.X.X address instead of the correct one. Probably some internal testing snafu or secondary address error of some kind.
  21. Quote:
    Originally Posted by Mr_Zek View Post
    I really hope this is not the big announcement that Mod08 was referring to.
    I doubt it, but if it is you have my permission to voice a reasonable level of discontent.

  22. Quote:
    Originally Posted by Robo_Knight View Post
    Well what about the people that have been here for years, we should get something new as well.
    Are you saying that if the devs don't have time to add something for old players, they shouldn't even release the event again for the new players?

    We veteran players should be getting new things regularly, but I personally don't need every single thing being done for the newer players to have to have some form of treat for me whose sole purpose is to bribe me into not complaining about it.

    I'm guessing that Going Rogue has at least one or two new things for us veteran players. Maybe more, but I'm trying not to get my hopes up too much.
  23. Quote:
    Originally Posted by Schismatrix View Post
    And what's the first rule of Kvetching Club?
    Hold the Mvustard.
  24. Quote:
    Originally Posted by Dispari View Post
    What the phrase actually means is, the players know what they want. In general. As a whole. If most players say "We want power customization," it's a good idea to give them that. Because they're right. They know what they want. If a restaurant is told that most people want spicy chicken, it's a good idea to try and make it happen. If you try to please the customer, you get repeat business and a fatter wallet. Honestly, if you're trying to serve customers, what YOU want doesn't really matter. I've seen this come up tons of times. "Well I don't like spicy chicken." It doesn't matter. Sometimes you have to bite the bullet and do things you don't like, because it's your job to provide a service to customers. It's about what THEY want, not what YOU want. And if you can't understand that, you won't have customers.
    Its not that simple. Suppose you discover that you could open a McDonalds and serve lots of customers and make them happy and get rich doing it, but what you want to do is make a small Mediterranean lunch counter that would probably serve a quarter of the customers and you'd make a decent living but that's what you really feel passionate about and there are no other Mediterranean eating places within a hundred miles, so the few customers you do serve are not being served by anyone else at the moment.

    Is it better to do what makes more money? Is that the singular purpose of being in business? Are the people who want a Mediterranean dining establishment not as important as the four times as many people that want a McDonalds?

    Game design - like all businesses - is a balance between serving "the customer" and doing what you want and hoping there *are* customers.

    Perspective is interesting. Jack gets hammered for wanting to follow a game design vision, even though it might be sometimes contrary to the players. Michael Bay is often reviled for the opposite reason: he gives the viewing public what he thinks they want to see, and his ticket numbers suggest he's right much of the time. It is almost never about vision or catering: its about whether you agree with the final result that determines your judgment of the philosophy that got them there.



    ** Technically, the baseline thing that everyone has in common is the greatest common factor, not the lowest common denominator. The lowest common denominator is the thing that includes everything that everyone possibly wants all together. The people on the bus in Speed are the lowest common denominator. I'm never going to be comfortable using these terms as the general public does, meaning exactly precisely the opposite of what they actually mean.
  25. Marketing sent me an email saying for $9.95 they would email me one thing about Going Rogue that no one else had heard yet. So I paid for a couple of email hints.

    The first email said "as of February 1, 2010, at least 1137 players are willing to pay at least $9.95 for Going Rogue hints."

    The second email said "as of February 1, 2010, at least 653 players are willing to pay for one than one Going Rogue hint."


    I don't know what makes me angrier, the fact that I paid for the same hints for Issue 14, or the fact that I can't tell from my perk serial numbers if I bought two or three GR hints, and just haven't gotten my third hint yet.